InstanceZonesDataManager.cs 14 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. namespace GFGGame
  4. {
  5. //本类为通用关卡数据类,特殊副本类型数据请写到各自的管理器里
  6. public class InstanceZonesDataManager
  7. {
  8. //所有副本关卡通用换装战斗是否使用推荐
  9. public static bool usedRecommend;
  10. //所有副本关卡通用
  11. public static int currentScoreType;
  12. //所有副本关卡通用
  13. public static int currentCardId = 0;
  14. //快速挑战挑战次数
  15. public static int FightTimes = 10;
  16. //是否速刷中
  17. public static bool isQuicklyFighting = false;
  18. //是否结算中
  19. public static bool isResultFighting = false;
  20. //战斗场景
  21. public static int FightScene;
  22. public static string[] currentFightTags;
  23. private static int _currentLevelCfgId;
  24. //所有副本关卡通用配置表的id
  25. public static int currentLevelCfgId
  26. {
  27. get
  28. {
  29. return _currentLevelCfgId;
  30. }
  31. set
  32. {
  33. _currentLevelCfgId = value;
  34. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
  35. if (levelCfg.type == ConstInstanceZonesType.Story)
  36. {
  37. MainStoryDataManager.currentLevelCfgId = _currentLevelCfgId;
  38. }
  39. if (string.IsNullOrEmpty(levelCfg.fightID))
  40. {
  41. currentFightTags = null;
  42. }
  43. else
  44. {
  45. StoryFightCfg storyFightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  46. currentFightTags = storyFightCfg.needTagsArr;
  47. }
  48. }
  49. }
  50. //所有副本关卡通用
  51. public static int currentLevelOrder
  52. {
  53. get
  54. {
  55. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
  56. return levelCfg.order;
  57. }
  58. }
  59. private static FightData _roleData = new FightData();
  60. public static FightData roleData
  61. {
  62. get
  63. {
  64. return GetMyFightRoleData();
  65. }
  66. }
  67. private static FightData _targetData = new FightData();
  68. public static FightData targetData
  69. {
  70. get
  71. {
  72. return GetFightTargetData();
  73. }
  74. }
  75. //获取玩家战斗数据
  76. private static FightData GetMyFightRoleData()
  77. {
  78. _roleData.name = RoleDataManager.roleName;
  79. _roleData.scoreType = InstanceZonesDataManager.currentScoreType;
  80. _roleData.baseScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;
  81. _roleData.cardId = InstanceZonesDataManager.currentCardId; ;//卡牌id
  82. CardData cardData = CardDataManager.GetCardDataById(_roleData.cardId);
  83. _roleData.cardScore = _roleData.cardId <= 0 || cardData == null ? 0 : cardData.scores[_roleData.scoreType];//卡牌对应主题的属性分数
  84. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  85. if (!string.IsNullOrEmpty(levelCfg.fightID))
  86. {
  87. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  88. _roleData.tags = fightCfg.needTagsArr;////本次战斗要求的标签
  89. }
  90. if (_roleData.cardId > 0)
  91. {
  92. _roleData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(_roleData.cardId);
  93. }
  94. _roleData.type = FightTargetType.PLAYER;
  95. _roleData.headId = RoleDataManager.headId;
  96. _roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
  97. FightDataManager.Instance.SetItemScoreList(_roleData);
  98. ScoreSystemData.Instance.SetEquipScoresWithPartId(_roleData);
  99. return _roleData;
  100. }
  101. //获取副本机器人战斗数据
  102. public static FightData GetFightTargetData()
  103. {
  104. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  105. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  106. _targetData.name = fightCfg.targetName;
  107. _targetData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
  108. _targetData.baseScore = fightCfg.targetBaseScore;
  109. _targetData.cardId = fightCfg.targetCardId;
  110. _targetData.cardScore = fightCfg.targetCardScore;
  111. _targetData.tags = fightCfg.needTagsArr;
  112. _targetData.skillLvs = new List<int>(fightCfg.targetSkillLvsArr);
  113. _targetData.itemScoreList = new List<int>(fightCfg.targetPartsScoreArr);
  114. _targetData.type = FightTargetType.ROBOT;
  115. _targetData.res = fightCfg.targetRes;
  116. return _targetData;
  117. }
  118. //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号
  119. private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();
  120. //关卡最高分数记录
  121. private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();
  122. //关卡星数记录
  123. private static Dictionary<int, int> _starDic = new Dictionary<int, int>();
  124. public static void InitScoreList(List<int> ks, List<int> vs)
  125. {
  126. usedRecommend = false;
  127. _highestScoreDic.Clear();
  128. for (var i = 0; i < ks.Count; ++i)
  129. {
  130. _highestScoreDic.Add(ks[i], vs[i]);
  131. }
  132. }
  133. public static void InitStarList(List<int> ks, List<int> vs)
  134. {
  135. _starDic.Clear();
  136. for (var i = 0; i < ks.Count; ++i)
  137. {
  138. _starDic.Add(ks[i], vs[i]);
  139. }
  140. }
  141. //检查更新最高分
  142. public static void TryUpdateScore(int levelCfgId, int score)
  143. {
  144. _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);
  145. if (score > scoreHighest)
  146. {
  147. _highestScoreDic[levelCfgId] = score;
  148. }
  149. }
  150. public static int GetScoreHighest(int levelID)
  151. {
  152. if (_highestScoreDic.ContainsKey(levelID))
  153. {
  154. return _highestScoreDic[levelID];
  155. }
  156. return 0;
  157. }
  158. //检查并更新关卡星数
  159. public static void TryUpdateLevelStar(int levelCfgId, int star)
  160. {
  161. _starDic.TryGetValue(levelCfgId, out var OldStar);
  162. if (star > OldStar)
  163. {
  164. _starDic[levelCfgId] = star;
  165. }
  166. }
  167. public static int GetStarCountHistory(int levelCfgId)
  168. {
  169. _starDic.TryGetValue(levelCfgId, out var star);
  170. return star;
  171. }
  172. public static int GetChapterStarCount(int chapterID, int type, int subType)
  173. {
  174. var star = 0;
  175. foreach (var item in _starDic)
  176. {
  177. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(item.Key);
  178. if (levelCfg.chapterId == chapterID && levelCfg.type == type && levelCfg.subType == subType)
  179. {
  180. star += item.Value;
  181. }
  182. }
  183. return star;
  184. }
  185. public static void InitLevelPass(List<int> ks, List<int> vs)
  186. {
  187. _passLevelDic.Clear();
  188. for (var i = 0; i < ks.Count; ++i)
  189. {
  190. _passLevelDic[ks[i]] = vs[i];
  191. }
  192. }
  193. /// <summary>
  194. /// 设置某关卡通过,参数为关卡配置id
  195. /// </summary>
  196. /// <param name="levelCfgId"></param>
  197. public static void TrySetLevelPass(int levelCfgId)
  198. {
  199. if (!CheckLevelPass(levelCfgId))
  200. {
  201. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  202. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  203. _passLevelDic[key] = levelCfgId;
  204. }
  205. }
  206. /// <summary>
  207. /// 获取副本通关关卡
  208. /// </summary>
  209. /// <param name="type" value="副本类型"></param>
  210. /// <param name="subType" value="章节id"></param>
  211. /// <returns></returns>
  212. public static int GetPassLevelCfgId(int type, int subType, int chapterId)
  213. {
  214. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
  215. if (_passLevelDic.TryGetValue(key, out var value))
  216. {
  217. return value;
  218. }
  219. return 0;
  220. }
  221. /// <summary>
  222. /// 获取通关关卡的编号
  223. /// </summary>
  224. /// <param name="type"></param>
  225. /// <param name="subType"></param>
  226. /// <param name="chapterId"></param>
  227. /// <returns></returns>
  228. public static int GetPassLevelOrder(int type, int subType, int chapterId)
  229. {
  230. var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
  231. if (levelCfgId == 0)
  232. {
  233. return 0;
  234. }
  235. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  236. if (levelCfg != null)
  237. {
  238. return levelCfg.order;
  239. }
  240. return 0;
  241. }
  242. /// <summary>
  243. /// 检查某关卡是否通过,参数为关卡配置id
  244. /// </summary>
  245. /// <param name="levelCfgId"></param>
  246. /// <returns></returns>
  247. public static bool CheckLevelPass(int levelCfgId)
  248. {
  249. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  250. if (levelCfg != null)
  251. {
  252. var passLevelOrder = GetPassLevelOrder(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  253. return levelCfg.order <= passLevelOrder;
  254. }
  255. return false;
  256. }
  257. /// <summary>
  258. /// 检查某章是否通关
  259. /// </summary>
  260. /// <param name="type"></param>
  261. /// <param name="subType"></param>
  262. /// <param name="chapterId"></param>
  263. /// <param name="levelCount"></param>
  264. /// <returns></returns>
  265. public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
  266. {
  267. var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
  268. if (chapterCfg != null)
  269. {
  270. var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
  271. if (levelCount <= passLevelOrder)
  272. {
  273. return true;
  274. }
  275. }
  276. return false;
  277. }
  278. public static int GetResultStarCount(int score)
  279. {
  280. return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
  281. }
  282. public static bool GetFightResult(int score, out int npcScore)
  283. {
  284. npcScore = 0;
  285. bool equipedNeeded = MyDressUpHelper.CheckEquipedFightNeeded();
  286. if (!equipedNeeded)
  287. {
  288. PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
  289. return false;//没穿必需品
  290. }
  291. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);
  292. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  293. bool hasFightTarget = fightCfg.targetName != null && fightCfg.targetName.Length > 0;
  294. if (hasFightTarget)
  295. {
  296. npcScore = FightDataManager.Instance.npcTotalScore;
  297. if (score > npcScore)
  298. {
  299. return true;//分数低于对战对象
  300. }
  301. }
  302. else
  303. {
  304. int starCount = GetResultStarCount(score);
  305. if (starCount > 0)
  306. {
  307. return true;//低于一星
  308. }
  309. }
  310. return false;
  311. }
  312. public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)
  313. {
  314. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  315. if (levelCfg.power == 0)
  316. {
  317. times = GameConst.MAX_COUNT_FIGHT_QUICKLY;
  318. }
  319. else
  320. {
  321. times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.power);//体力次数
  322. }
  323. times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
  324. title = "";
  325. if (type == ConstInstanceZonesType.Studio)
  326. {
  327. var studioCfg = StudioCfgArray.Instance.GetCfg(levelCfg.chapterId);
  328. var limitData = RoleLimitDataManager.GetLimitData(studioCfg.limit);
  329. times = Math.Min(times, limitData.TotalPlayMax - limitData.PlayTimes);
  330. }
  331. title = string.Format("挑战{0}次", NumberUtil.GetChiniseNumberText(times));
  332. }
  333. public static void GetTotalProgress(out int count, out int totalCount)
  334. {
  335. List<StoryChapterCfg> storyChapters = StoryChapterCfgArray.Instance.GetCfgsBysubType(ConstInstanceZonesSubType.Normal);
  336. totalCount = storyChapters.Count - 1;
  337. count = 0;
  338. for (int i = 1; i < storyChapters.Count; i++)
  339. {
  340. bool isPass = InstanceZonesDataManager.CheckChapterPass(storyChapters[i].type, storyChapters[i].subType, storyChapters[i].id, storyChapters[i].levelCount);
  341. if (isPass)
  342. {
  343. count++;
  344. }
  345. else
  346. {
  347. break;
  348. }
  349. }
  350. }
  351. }
  352. }